Inclusive Game Design: Accessible Mechanics & UI
summary
Shows that accessible games pair every color-based signal with a secondary channel — e.g. Mario Kart item cues use distinct audio and mechanics so shells remain distinguishable in grayscale — and that gameplay assist options like aim assist and full control remapping keep challenge but remove blockers (example: Uncharted contextual prompts and auto-aim). UI examples argue style need not sacrifice clarity: Persona 5 stylish legible UI and Dragon's Dogma II customizable HUD offer opacity, colorblind modes and per-element toggles. Surface accessibility at startup and test with players with disabilities.
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chapters (9)
- 0:00Welcome
- 1:26Accessible game design
- 3:57Why inclusive design matters
- 6:28Accessible mechanics in Mario Kart
- 10:44Player mechanics in Uncharted
- 16:48Accessible UI design
- 23:38Accessible HUD examples
- 31:39Testing with players
- 32:23Q&A
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